//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "console/consoleTypes.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "gui/core/guiCanvas.h"
#include "gui/editor/guiShapeEdPreview.h"
#include "renderInstance/renderPassManager.h"
#include "lighting/lightManager.h"
#include "lighting/lightInfo.h"
#include "core/resourceManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "collision/concretePolyList.h"

#include "T3D/assets/ShapeAsset.h"
#include "T3D/assets/ShapeAnimationAsset.h"
#include "renderInstance/renderProbeMgr.h"
#include "T3D/lighting/skylight.h"

#ifdef TORQUE_COLLADA
   #include "collision/optimizedPolyList.h"
   #include "ts/collada/colladaUtils.h"
#endif

static const F32 sMoveScaler = 50.0f;
static const F32 sZoomScaler = 200.0f;
static const S32 sNodeRectSize = 16;

IMPLEMENT_CONOBJECT( GuiShapeEdPreview );

ConsoleDocClass( GuiShapeEdPreview,
   "@brief This control provides the 3D view for the Shape Editor tool, and is "
   "not intended for general purpose use.\n"

   "@ingroup GuiControls\n"
   "@internal"
);

IMPLEMENT_CALLBACK( GuiShapeEdPreview, onThreadPosChanged, void, ( F32 pos, bool inTransition ), ( pos, inTransition),
   "Called when the position of the active thread has changed, such as during "
   "playback." );


GuiShapeEdPreview::GuiShapeEdPreview()
:  mOrbitDist( 5.0f ),
   mMoveSpeed ( 1.0f ),
   mZoomSpeed ( 1.0f ),
   mGridDimension( 30, 30 ),
   mModel( NULL ),
   mModelName(StringTable->EmptyString()),
   mRenderGhost( false ),
   mRenderNodes( false ),
   mRenderBounds( false ),
   mRenderObjBox( false ),
   mRenderColMeshes( false ),
   mRenderMounts( true ),
   mSunDiffuseColor( 255, 255, 255, 255 ),
   mSelectedNode( -1 ),
   mSunAmbientColor( 140, 140, 140, 255 ),
   mHoverNode( -1 ),
   mSelectedObject( -1 ),
   mUsingAxisGizmo( false ),
   mSelectedObjDetail( 0 ),
   mEditingSun( false ),
   mGizmoDragID( 0 ),
   mTimeScale( 1.0f ),
   mActiveThread( -1 ),
   mFakeSun( NULL ),
   mLastRenderTime( 0 ),
   mCameraRot( 0, 0, 3.9f ),
   mSunRot( 45.0f, 0, 135.0f ),
   mRenderCameraAxes( false ),
   mOrbitPos( 0, 0, 0 ),
   mFixedDetail( true ),
   mCurrentDL( 0 ),
   mDetailSize( 0 ),
   mDetailPolys( 0 ),
   mPixelSize( 0 ),
   mNumMaterials( 0 ),
   mNumDrawCalls( 0 ),
   mNumBones( 0 ),
   mNumWeights( 0 ),
   mColMeshes( 0 ),
   mColPolys( 0 )
{
   mActive = true;

   // By default don't do dynamic reflection
   // updates for this viewport.
   mReflectPriority = 0.0f;
}

GuiShapeEdPreview::~GuiShapeEdPreview()
{
   SAFE_DELETE( mModel );
   SAFE_DELETE( mFakeSun );
}

void GuiShapeEdPreview::initPersistFields()
{
   docsURL;
   addGroup( "Rendering" );
   addField( "editSun",        TypeBool,         Offset( mEditingSun, GuiShapeEdPreview ),
      "If true, dragging the gizmo will rotate the sun direction" );
   addField( "selectedNode",   TypeS32,          Offset( mSelectedNode, GuiShapeEdPreview ),
      "Index of the selected node, or -1 if none" );
   addField( "selectedObject", TypeS32,          Offset( mSelectedObject, GuiShapeEdPreview ),
      "Index of the selected object, or -1 if none" );
   addField( "selectedObjDetail", TypeS32,       Offset( mSelectedObjDetail, GuiShapeEdPreview ),
      "Index of the selected object detail mesh, or 0 if none" );
   addField( "gridDimension",  TypePoint2I,      Offset( mGridDimension, GuiShapeEdPreview ),
      "Grid dimensions (number of rows and columns) in the form \"rows cols\"" );
   addField( "renderGrid",     TypeBool,         Offset( mRenderGridPlane, EditTSCtrl ),
      "Flag indicating whether to draw the grid" );
   addField( "renderNodes",    TypeBool,         Offset( mRenderNodes, GuiShapeEdPreview ),
      "Flag indicating whether to render the shape nodes" );
   addField( "renderGhost",    TypeBool,         Offset( mRenderGhost, GuiShapeEdPreview ),
      "Flag indicating whether to render the shape in 'ghost' mode (transparent)" );
   addField( "renderBounds",   TypeBool,         Offset( mRenderBounds, GuiShapeEdPreview ),
      "Flag indicating whether to render the shape bounding box" );
   addField( "renderObjBox",   TypeBool,         Offset( mRenderObjBox, GuiShapeEdPreview ),
      "Flag indicating whether to render the selected object's bounding box" );
   addField( "renderColMeshes", TypeBool,        Offset( mRenderColMeshes, GuiShapeEdPreview ),
      "Flag indicating whether to render the shape's collision geometry" );
   addField( "renderMounts",   TypeBool,         Offset( mRenderMounts, GuiShapeEdPreview ),
      "Flag indicating whether to render mounted objects" );
   endGroup( "Rendering" );

   addGroup( "Sun" );
   addProtectedField( "sunDiffuse", TypeColorI, Offset( mSunDiffuseColor, GuiShapeEdPreview ), &setFieldSunDiffuse, &defaultProtectedGetFn,
      "Ambient color for the sun" );
   addProtectedField( "sunAmbient", TypeColorI, Offset( mSunAmbientColor, GuiShapeEdPreview ), &setFieldSunAmbient, &defaultProtectedGetFn,
      "Diffuse color for the sun" );
   addProtectedField( "sunAngleX",  TypeF32,    Offset( mSunRot.x, GuiShapeEdPreview ), &setFieldSunAngleX, &defaultProtectedGetFn,
      "X-axis rotation angle for the sun" );
   addProtectedField( "sunAngleZ",  TypeF32,    Offset( mSunRot.z, GuiShapeEdPreview ), &setFieldSunAngleZ, &defaultProtectedGetFn,
      "Z-axis rotation angle for the sun" );
   endGroup( "Sun" );

   addGroup( "Animation" );
   addField( "activeThread",              TypeS32,    Offset( mActiveThread, GuiShapeEdPreview ),
      "Index of the active thread, or -1 if none" );
   addProtectedField( "threadPos",        TypeF32,    0, &setFieldThreadPos, &getFieldThreadPos,
      "Current position of the active thread (0-1)" );
   addProtectedField( "threadDirection",  TypeS32,    0, &setFieldThreadDir, &getFieldThreadDir,
      "Playback direction of the active thread" );
   addProtectedField( "threadPingPong",   TypeBool,   0, &setFieldThreadPingPong, &getFieldThreadPingPong,
      "'PingPong' mode of the active thread" );
   endGroup( "Animation" );

   addGroup( "Detail Stats" );
   addField( "fixedDetail",            TypeBool, Offset( mFixedDetail, GuiShapeEdPreview ),
      "If false, the current detail is selected based on camera distance" );
   addFieldV( "orbitDist",              TypeRangedF32, Offset( mOrbitDist, GuiShapeEdPreview ), &CommonValidators::PositiveFloat,
      "The current distance from the camera to the model" );
   addProtectedField( "currentDL",     TypeS32, Offset( mCurrentDL, GuiShapeEdPreview ),     &setFieldCurrentDL,     &defaultProtectedGetFn,
      "The current detail level" );
   addProtectedField( "detailSize",    TypeS32, Offset( mDetailSize, GuiShapeEdPreview ),    &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The size of the current detail" );
   addProtectedField( "detailPolys",   TypeS32, Offset( mDetailPolys, GuiShapeEdPreview ),   &defaultProtectedSetFn, &defaultProtectedGetFn,
      "Number of polygons in the current detail" );
   addProtectedField( "pixelSize",     TypeF32, Offset( mPixelSize, GuiShapeEdPreview ),     &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The current pixel size of the model" );
   addProtectedField( "numMaterials",  TypeS32, Offset( mNumMaterials, GuiShapeEdPreview ),  &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The number of materials in the current detail level" );
   addProtectedField( "numDrawCalls",  TypeS32, Offset( mNumDrawCalls, GuiShapeEdPreview ),  &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The number of draw calls in the current detail level" );
   addProtectedField( "numBones",      TypeS32, Offset( mNumBones, GuiShapeEdPreview ),      &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The number of bones in the current detail level (skins only)" );
   addProtectedField( "numWeights",    TypeS32, Offset( mNumWeights, GuiShapeEdPreview ),    &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The number of vertex weights in the current detail level (skins only)" );
   addProtectedField( "colMeshes",     TypeS32, Offset( mColMeshes, GuiShapeEdPreview ),     &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The number of collision meshes in the shape" );
   addProtectedField( "colPolys",      TypeS32, Offset( mColPolys, GuiShapeEdPreview ),      &defaultProtectedSetFn, &defaultProtectedGetFn,
      "The total number of collision polygons (all meshes) in the shape" );
   endGroup( "Detail Stats" );

   Parent::initPersistFields();
}

bool GuiShapeEdPreview::setFieldCurrentDL( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui )
      gui->setCurrentDetail( mFloor( dAtof( data ) + 0.5f ) );
   return false;
}

bool GuiShapeEdPreview::setFieldSunDiffuse( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui )
   {
      Con::setData( TypeColorI, &gui->mSunDiffuseColor, 0, 1, &data );
      gui->updateSun();
   }
   return false;
}

bool GuiShapeEdPreview::setFieldSunAmbient( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui )
   {
      Con::setData( TypeColorI, &gui->mSunAmbientColor, 0, 1, &data );
      gui->updateSun();
   }
   return false;
}

bool GuiShapeEdPreview::setFieldSunAngleX( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui )
   {
      Con::setData( TypeF32, &gui->mSunRot.x, 0, 1, &data );
      gui->updateSun();
   }
   return false;
}

bool GuiShapeEdPreview::setFieldSunAngleZ( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui )
   {
      Con::setData( TypeF32, &gui->mSunRot.z, 0, 1, &data );
      gui->updateSun();
   }
   return false;
}

bool GuiShapeEdPreview::setFieldThreadPos( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui && (gui->mThreads.size() && gui->mActiveThread >= 0 ) && gui->mThreads[gui->mActiveThread].key )
      gui->mModel->setPos( gui->mThreads[gui->mActiveThread].key, dAtof( data ) );
   return false;
}

const char *GuiShapeEdPreview::getFieldThreadPos( void *object, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui && (gui->mThreads.size() && gui->mActiveThread >= 0 ) && gui->mThreads[gui->mActiveThread].key )
      return Con::getFloatArg( gui->mModel->getPos( gui->mThreads[gui->mActiveThread].key ) );
   else
      return "0";
}

bool GuiShapeEdPreview::setFieldThreadDir( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui && (gui->mThreads.size() && gui->mActiveThread >= 0 ) )
   {
      Thread& thread = gui->mThreads[gui->mActiveThread];
      Con::setData( TypeS32, &(thread.direction), 0, 1, &data );
      if ( thread.key )
         gui->mModel->setTimeScale( thread.key, gui->mTimeScale * thread.direction );
   }
   return false;
}

const char *GuiShapeEdPreview::getFieldThreadDir( void *object, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui && (gui->mThreads.size() && gui->mActiveThread >= 0 ) )
      return Con::getIntArg( gui->mThreads[gui->mActiveThread].direction );
   else
      return "0";
}

bool GuiShapeEdPreview::setFieldThreadPingPong( void *object, const char *index, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui && (gui->mThreads.size() && gui->mActiveThread >= 0 ) )
      Con::setData( TypeBool, &(gui->mThreads[gui->mActiveThread].pingpong), 0, 1, &data );
   return false;
}

const char *GuiShapeEdPreview::getFieldThreadPingPong( void *object, const char *data )
{
   GuiShapeEdPreview* gui = static_cast<GuiShapeEdPreview*>( object );
   if ( gui && (gui->mThreads.size() && gui->mActiveThread >= 0 ) )
      return Con::getIntArg( gui->mThreads[gui->mActiveThread].pingpong );
   else
      return "0";
}


bool GuiShapeEdPreview::onWake()
{
   if (!Parent::onWake())
      return false;

   if (!mFakeSun )
      mFakeSun = LIGHTMGR->createLightInfo();

   mFakeSun->setRange( 2000000.0f );
   updateSun();

   mGizmoProfile->mode = MoveMode;

   return( true );
}

void GuiShapeEdPreview::setDisplayType( S32 type )
{
   Parent::setDisplayType( type );
   mOrthoCamTrans.set( 0, 0, 0 );
}

//-----------------------------------------------------------------------------

void GuiShapeEdPreview::setCurrentDetail(S32 dl)
{
   if ( mModel )
   {
      TSShape* shape = mModel->getShape();
      S32 smallest = shape->mSmallestVisibleDL;
      shape->mSmallestVisibleDL = shape->details.size() - 1;
      mModel->setCurrentDetail( dl );
      shape->mSmallestVisibleDL = smallest;

      // Match the camera distance to this detail if necessary
      //@todo if ( !gui->mFixedDetail )
   }
}

bool GuiShapeEdPreview::setObjectModel(const char* modelName)
{
   SAFE_DELETE( mModel );
   unmountAll();
   mThreads.clear();
   mActiveThread = -1;

   ResourceManager::get().getChangedSignal().remove(this, &GuiShapeEdPreview::_onResourceChanged);

   if (modelName && modelName[0])
   {
      Resource<TSShape> model = ResourceManager::get().load( modelName );
      if (! bool( model ))
      {
         Con::warnf( avar("GuiShapeEdPreview: Failed to load model %s. Please check your model name and load a valid model.", modelName ));
         return false;
      }

      mModel = new TSShapeInstance( model, true );
      AssertFatal( mModel, avar("GuiShapeEdPreview: Failed to load model %s. Please check your model name and load a valid model.", modelName ));

      TSShape* shape = mModel->getShape();

      // Initialize camera values:
      mOrbitPos = shape->center;

      // Set camera move and zoom speed according to model size
      mMoveSpeed = shape->mRadius / sMoveScaler;
      mZoomSpeed = shape->mRadius / sZoomScaler;

      // Reset node selection
      mHoverNode = -1;
      mSelectedNode = -1;
      mSelectedObject = -1;
      mSelectedObjDetail = 0;
      mProjectedNodes.setSize( shape->nodes.size() );

      // Reset detail stats
      mCurrentDL = 0;

      // the first time recording
      mLastRenderTime = Platform::getVirtualMilliseconds();

      mModelName = StringTable->insert(modelName);

      //Now to reflect changes when the model file is changed.
      ResourceManager::get().getChangedSignal().notify(this, &GuiShapeEdPreview::_onResourceChanged);
   }
   else
   {
      mModelName = StringTable->EmptyString();
   }

   return true;
}

bool GuiShapeEdPreview::setObjectShapeAsset(const char* assetId)
{
   SAFE_DELETE(mModel);
   unmountAll();
   mThreads.clear();
   mActiveThread = -1;

   StringTableEntry modelName = StringTable->EmptyString();
   if (AssetDatabase.isDeclaredAsset(assetId))
   {
      StringTableEntry id = StringTable->insert(assetId);
      StringTableEntry assetType = AssetDatabase.getAssetType(id);
      if (assetType == StringTable->insert("ShapeAsset"))
      {
         ShapeAsset* asset = AssetDatabase.acquireAsset<ShapeAsset>(id);
         modelName = asset->getShapeFile();
         AssetDatabase.releaseAsset(id);
      }
      else if (assetType == StringTable->insert("ShapeAnimationAsset"))
      {
         ShapeAnimationAsset* asset = AssetDatabase.acquireAsset<ShapeAnimationAsset>(id);
         modelName = asset->getAnimationPath();
         AssetDatabase.releaseAsset(id);
      }
   }

   return setObjectModel(modelName);
}

void GuiShapeEdPreview::_onResourceChanged(const Torque::Path& path)
{
   if (path != Torque::Path(mModelName))
      return;

   setObjectModel(path.getFullPath());
}

void GuiShapeEdPreview::addThread()
{
   if ( mModel )
   {
      mThreads.increment();
      if ( mActiveThread == -1 )
         mActiveThread = 0;
   }
}

void GuiShapeEdPreview::removeThread(S32 slot)
{
   if ( slot < mThreads.size() )
   {
      if ( mThreads[slot].key )
         mModel->destroyThread( mThreads[slot].key );
      mThreads.erase( slot );

      if ( mActiveThread >= mThreads.size() )
         mActiveThread = mThreads.size() - 1;
   }
}

void GuiShapeEdPreview::setTimeScale( F32 scale )
{
   // Update time scale for all threads
   mTimeScale = scale;
   for ( S32 i = 0; i < mThreads.size(); i++ )
   {
      if ( mThreads[i].key )
         mModel->setTimeScale( mThreads[i].key, mTimeScale * mThreads[i].direction );
   }
}

void GuiShapeEdPreview::setActiveThreadSequence(const char* seqName, F32 duration, F32 pos, bool play)
{
   if ( mActiveThread == -1 || mThreads.empty())
      return;

   setThreadSequence(mThreads[mActiveThread], mModel, seqName, duration, pos, play);
}

void GuiShapeEdPreview::setThreadSequence(GuiShapeEdPreview::Thread& thread, TSShapeInstance* shape, const char* seqName, F32 duration, F32 pos, bool play)
{
   thread.seqName = seqName;

   S32 seq = shape->getShape()->findSequence( thread.seqName );
   if ( thread.key && ( shape->getSequence(thread.key) == seq ) )
      return;

   if ( seq == -1 )
   {
      // This thread is now set to an invalid sequence, so the key must be
      // removed, but we keep the thread info around in case the user changes
      // back to a valid sequence
      if ( thread.key )
      {
         shape->destroyThread( thread.key );
         thread.key = NULL;
      }
   }
   else
   {
      // Add a TSThread key if one does not already exist
      if ( !thread.key )
      {
         thread.key = shape->addThread();
         shape->setTimeScale( thread.key, mTimeScale * thread.direction );
      }

      // Transition to slider or synched position?
      if ( pos == -1.0f )
         pos = shape->getPos( thread.key );

      if ( duration == 0.0f )
      {
         // No transition => go straight to new sequence
         shape->setSequence( thread.key, seq, pos );
      }
      else
      {
         // Get the current position if transitioning to the sync position
         shape->setTimeScale( thread.key, thread.direction >= 0 ? 1 : -1 );
         shape->transitionToSequence( thread.key, seq, pos, duration, play );
         shape->setTimeScale( thread.key, mTimeScale * thread.direction );
      }
   }
}

const char* GuiShapeEdPreview::getThreadSequence() const
{
   return ( mActiveThread >= 0 && mThreads.size()) ? mThreads[mActiveThread].seqName.c_str() : "";
}

void GuiShapeEdPreview::refreshThreadSequences()
{
   S32 oldActive = mActiveThread;

   for ( S32 i = 0; i < mThreads.size(); i++ )
   {
      Thread& thread = mThreads[i];
      if ( !thread.key )
         continue;

      // Detect changed (or removed) sequence indices
      if ( mModel->getSequence(thread.key) != mModel->getShape()->findSequence( thread.seqName ) )
      {
         mActiveThread = i;
         setThreadSequence( thread, mModel, thread.seqName, 0.0f, mModel->getPos( thread.key ), false );
      }
   }

   mActiveThread = oldActive;
}

//-----------------------------------------------------------------------------
// MOUNTING

bool GuiShapeEdPreview::mountShape(const char* shapeAssetId, const char* nodeName, const char* mountType, S32 slot)
{
   if ( !shapeAssetId || !shapeAssetId[0] )
      return false;

   if (!AssetDatabase.isDeclaredAsset(shapeAssetId))
      return false;

   ShapeAsset* model = AssetDatabase.acquireAsset<ShapeAsset>(shapeAssetId);

   if (model == nullptr || !model->getShapeResource())
      return false;

   TSShapeInstance* tsi = new TSShapeInstance(model->getShapeResource(), true );

   if ( slot == -1 )
   {
      slot = mMounts.size();
      mMounts.push_back( new MountedShape );
   }
   else
   {
      // Check if we are switching shapes
      if ( mMounts[slot]->mShape->getShape() != tsi->getShape() )
      {
         delete mMounts[slot]->mShape;
         mMounts[slot]->mShape = NULL;
         mMounts[slot]->mThread.init();
      }
      else
      {
         // Keep using the existing shape
         delete tsi;
         tsi = mMounts[slot]->mShape;
      }
   }

   MountedShape* mount = mMounts[slot];
   mount->mShape = tsi;

   if ( dStrEqual( mountType, "Wheel" ) )
      mount->mType = MountedShape::Wheel;
   else if ( dStrEqual( mountType, "Image" ) )
      mount->mType = MountedShape::Image;
   else
      mount->mType = MountedShape::Object;

   setMountNode( slot, nodeName);

   return true;
}

void GuiShapeEdPreview::setMountNode(S32 mountSlot, const char* nodeName)
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];

      mount->mNode = mModel ? mModel->getShape()->findNode( nodeName ) : -1;
      mount->mTransform.identity();

      switch ( mount->mType )
      {
      case MountedShape::Image:
         {
            // Mount point is either the node called 'mountPoint' or the origin
            S32 node = mount->mShape->getShape()->findNode( "mountPoint" );
            if ( node != -1 )
            {
               mount->mShape->getShape()->getNodeWorldTransform( node, &mount->mTransform );
               mount->mTransform.inverse();
            }
         }
         break;

      case MountedShape::Wheel:
         // Rotate shape according to node's x position (left or right)
         {
            F32 rotAngle = M_PI_F/2;
            if ( mount->mNode != -1 )
            {
               MatrixF hubMat;
               mModel->getShape()->getNodeWorldTransform( mount->mNode, &hubMat );
               if ( hubMat.getPosition().x < 0 )
                  rotAngle = -M_PI_F/2;
            }
            mount->mTransform.set( EulerF( 0, 0, rotAngle ) );
         }
         break;

      default:
         // No mount transform (use origin)
         break;
      }
   }
}

const char* GuiShapeEdPreview::getMountThreadSequence(S32 mountSlot) const
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];
      return mount->mThread.seqName;
   }
   else
      return "";
}

void GuiShapeEdPreview::setMountThreadSequence(S32 mountSlot, const char* seqName)
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];
      setThreadSequence( mount->mThread, mount->mShape, seqName );
   }
}

F32 GuiShapeEdPreview::getMountThreadPos(S32 mountSlot) const
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];
      if ( mount->mThread.key )
         return mount->mShape->getPos( mount->mThread.key );
   }
   return 0;
}

void GuiShapeEdPreview::setMountThreadPos(S32 mountSlot, F32 pos)
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];
      if ( mount->mThread.key )
         mount->mShape->setPos( mount->mThread.key, pos );
   }
}

F32 GuiShapeEdPreview::getMountThreadDir(S32 mountSlot) const
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];
      return mount->mThread.direction;
   }
   return 0;
}

void GuiShapeEdPreview::setMountThreadDir(S32 mountSlot, F32 dir)
{
   if ( mountSlot < mMounts.size() )
   {
      MountedShape* mount = mMounts[mountSlot];
      mount->mThread.direction = dir;
      if ( mount->mThread.key )
         mount->mShape->setTimeScale( mount->mThread.key, mTimeScale * mount->mThread.direction );
   }
}

void GuiShapeEdPreview::unmountShape(S32 mountSlot)
{
   if ( mountSlot < mMounts.size() )
   {
      delete mMounts[mountSlot];
      mMounts.erase( mountSlot );
   }
}

void GuiShapeEdPreview::unmountAll()
{
   for ( S32 i = 0; i < mMounts.size(); i++)
      delete mMounts[i];
   mMounts.clear();
}

void GuiShapeEdPreview::refreshShape()
{
   if ( mModel )
   {
      // Nodes or details may have changed => refresh the shape instance
      mModel->setMaterialList( mModel->mMaterialList );
      mModel->initNodeTransforms();
      mModel->initMeshObjects();

      TSShape* shape = mModel->getShape();

      mProjectedNodes.setSize( shape->nodes.size() );

      if ( mSelectedObject >= shape->objects.size() )
      {
         mSelectedObject = -1;
         mSelectedObjDetail = 0;
      }

      // Re-compute the collision mesh stats
      mColMeshes = 0;
      mColPolys = 0;
      for ( S32 i = 0; i < shape->details.size(); i++ )
      {
         const TSShape::Detail& det = shape->details[i];
         const String& detName = shape->getName( det.nameIndex );
         if ( ( det.subShapeNum < 0 ) || !detName.startsWith( "collision-" ) )
            continue;

         mColPolys += det.polyCount;

         S32 od = det.objectDetailNum;
         S32 start = shape->subShapeFirstObject[det.subShapeNum];
         S32 end   = start + shape->subShapeNumObjects[det.subShapeNum];
         for ( S32 j = start; j < end; j++ )
         {
            const TSShape::Object &obj = shape->objects[j];
            const TSMesh* mesh = ( od < obj.numMeshes ) ? shape->meshes[obj.startMeshIndex + od] : NULL;
            if ( mesh )
               mColMeshes++;
         }
      }
   }
}

void GuiShapeEdPreview::updateSun()
{
   if ( mFakeSun )
   {
      // Update sun colors
      mFakeSun->setColor( mSunDiffuseColor );
      mFakeSun->setAmbient( mSunAmbientColor );

      // Determine the new sun direction and position
      Point3F vec;
      MatrixF xRot, zRot;
      xRot.set( EulerF( mDegToRad(mSunRot.x), 0.0f, 0.0f ));
      zRot.set( EulerF( 0.0f, 0.0f, mDegToRad(mSunRot.z) ));

      zRot.mul( xRot );
      zRot.getColumn( 1, &vec );

      mFakeSun->setDirection( vec );
      //mFakeSun->setPosition( vec * -10000.0f );
   }
}

void GuiShapeEdPreview::updateNodeTransforms()
{
   if ( mModel )
      mModel->mDirtyFlags[0] |= TSShapeInstance::TransformDirty;
}

bool GuiShapeEdPreview::getMeshHidden( const char* name ) const
{
   if ( mModel )
   {
      S32 objIndex = mModel->getShape()->findObject( name );
      if ( objIndex != -1 )
         return mModel->mMeshObjects[objIndex].forceHidden;
   }
   return false;
}

void GuiShapeEdPreview::setMeshHidden( const char* name, bool hidden )
{
   if ( mModel )
   {
      S32 objIndex = mModel->getShape()->findObject( name );
      if ( objIndex != -1 )
         mModel->setMeshForceHidden( objIndex, hidden );
   }
}

void GuiShapeEdPreview::setAllMeshesHidden( bool hidden )
{
   if ( mModel )
   {
      for ( S32 i = 0; i < mModel->mMeshObjects.size(); i++ )
         mModel->setMeshForceHidden( i, hidden );
   }
}

void GuiShapeEdPreview::get3DCursor( GuiCursor *&cursor, 
                                       bool &visible, 
                                       const Gui3DMouseEvent &event_ )
{
   cursor = NULL;
   visible = false;

   GuiCanvas *root = getRoot();
   if ( !root )
      return;

   S32 currCursor = PlatformCursorController::curArrow;

   if ( root->mCursorChanged == currCursor )
      return;

   PlatformWindow *window = root->getPlatformWindow();
   PlatformCursorController *controller = window->getCursorController();

   // We've already changed the cursor, 
   // so set it back before we change it again.
   if ( root->mCursorChanged != -1 )
      controller->popCursor();

   // Now change the cursor shape
   controller->pushCursor( currCursor );
   root->mCursorChanged = currCursor;
}

void GuiShapeEdPreview::fitToShape()
{
   if ( !mModel )
      return;

   // Determine the shape bounding box given the current camera rotation
   MatrixF camRotMatrix( smCamMatrix );
   camRotMatrix.setPosition( Point3F::Zero );
   camRotMatrix.inverse();

   Box3F bounds;
   computeSceneBounds( bounds );
   mOrbitPos = bounds.getCenter();

   camRotMatrix.mul( bounds );

   // Estimate the camera distance to fill the view by comparing the radii
   // of the box and the viewport
   F32 len_x = bounds.len_x();
   F32 len_z = bounds.len_z();
   F32 shapeRadius = mSqrt( len_x*len_x + len_z*len_z ) / 2;
   F32 viewRadius = 0.45f * getMin( getExtent().x, getExtent().y );

   // Set camera parameters
   if ( mDisplayType == DisplayTypePerspective )
   {
      mOrbitDist = ( shapeRadius / viewRadius ) * mSaveWorldToScreenScale.y;
   }
   else
   {
      mOrthoCamTrans.set( 0, 0, 0 );
      mOrthoFOV = shapeRadius * viewRadius / 320;
   }
}

void GuiShapeEdPreview::setOrbitPos( const Point3F& pos )
{
   mOrbitPos = pos;
}

void GuiShapeEdPreview::exportToCollada( const String& path )
{
#ifdef TORQUE_COLLADA
   if ( mModel )
   {
      MatrixF orientation( true );
      orientation.setPosition( mModel->getShape()->mBounds.getCenter() );
      orientation.inverse();

      OptimizedPolyList polyList;
      polyList.setBaseTransform( orientation );

      mModel->buildPolyList( &polyList, mCurrentDL );
      for ( S32 i = 0; i < mMounts.size(); i++ )
      {
         MountedShape* mount = mMounts[i];

         MatrixF mat( true );
         if ( mount->mNode != -1 )
         {
            mat = mModel->mNodeTransforms[ mount->mNode ];
            mat *= mount->mTransform;
         }

         polyList.setTransform( &mat, Point3F::One );
         mount->mShape->buildPolyList( &polyList, 0 );
      }

      // Use a ColladaUtils function to do the actual export to a Collada file
      ColladaUtils::exportToCollada( path, polyList );
   }
#endif
}

//-----------------------------------------------------------------------------
// Camera control and Node editing
// - moving the mouse over a node will highlight (but not select) it
// - left clicking on a node will select it, the gizmo will appear
// - left clicking on no node will unselect the current node
// - left dragging the gizmo will translate/rotate the node
// - middle drag translates the view
// - right drag rotates the view
// - mouse wheel zooms the view
// - holding shift while changing the view speeds them up

void GuiShapeEdPreview::handleMouseDown(const GuiEvent& event, GizmoMode mode)
{
   if (!mActive || !mVisible || !mAwake )
      return;

   mouseLock();
   mLastMousePos = event.mousePoint;

   if ( mRenderNodes && ( mode == NoneMode ) )
   {
      mGizmoDragID++;
      make3DMouseEvent( mLastEvent, event );

      // Check gizmo first
      mUsingAxisGizmo = false;
      if ( mSelectedNode != -1 )
      {
         mGizmo->on3DMouseDown( mLastEvent );
         if ( mGizmo->getSelection() != Gizmo::None )
         {
            mUsingAxisGizmo = true;
            return;
         }
      }

      // Check if we have clicked on a node
      S32 selected = collideNode( mLastEvent );
      if ( selected != mSelectedNode )
      {
         mSelectedNode = selected;
         Con::executef( this, "onNodeSelected", Con::getIntArg( mSelectedNode ));
      }
   }

   //if ( mode == RotateMode )
   //   mRenderCameraAxes = true;
}

void GuiShapeEdPreview::handleMouseUp(const GuiEvent& event, GizmoMode mode)
{
   mouseUnlock();
   mUsingAxisGizmo = false;

   if ( mRenderNodes && ( mode == NoneMode ) )
   {
      make3DMouseEvent( mLastEvent, event );
      mGizmo->on3DMouseUp( mLastEvent );
   }

   //if ( mode == RotateMode )
   //   mRenderCameraAxes = false;
}

void GuiShapeEdPreview::handleMouseMove(const GuiEvent& event, GizmoMode mode)
{
   if ( mRenderNodes && ( mode == NoneMode ) )
   {
      make3DMouseEvent( mLastEvent, event );
      if ( mSelectedNode != -1 )
      {
         // Check if the mouse is hovering over an axis
         mGizmo->on3DMouseMove( mLastEvent );
         if ( mGizmo->getSelection() != Gizmo::None )
            return;
      }

      // Check if we are over another node
      mHoverNode = collideNode( mLastEvent );
   }
}

void GuiShapeEdPreview::handleMouseDragged(const GuiEvent& event, GizmoMode mode)
{
   // For non-perspective views, ignore rotation, and let EditTSCtrl handle
   // translation
   if ( mDisplayType != DisplayTypePerspective )
   {
      if ( mode == MoveMode )
      {
         Parent::onRightMouseDragged( event );
         return;
      }
      else if ( mode == RotateMode )
         return;
   }

   Point2F delta( event.mousePoint.x - mLastMousePos.x, event.mousePoint.y - mLastMousePos.y );
   mLastMousePos = event.mousePoint;

   // Use shift to increase speed
   delta.x *= ( event.modifier & SI_SHIFT ) ? 0.05f : 0.01f;
   delta.y *= ( event.modifier & SI_SHIFT ) ? 0.05f : 0.01f;

   if ( mode == NoneMode )
   {
      if ( mEditingSun )
      {
         mSunRot.x += mRadToDeg( delta.y );
         mSunRot.z += mRadToDeg( delta.x );
         updateSun();
      }
      else if ( mRenderNodes )
      {
         make3DMouseEvent( mLastEvent, event );

         if ( mUsingAxisGizmo )
         {
            // Use gizmo to modify the transform of the selected node
            mGizmo->on3DMouseDragged( mLastEvent );
            switch ( mGizmoProfile->mode )
            {
            case MoveMode:
               // Update node transform
               if ( mSelectedNode != -1 )
               {
                  Point3F pos = mModel->mNodeTransforms[mSelectedNode].getPosition() + mGizmo->getOffset();
                  mModel->mNodeTransforms[mSelectedNode].setPosition( pos );
               }
               break;

            case RotateMode:
               // Update node transform
               if ( mSelectedNode != -1 )
               {
                  EulerF rot = mGizmo->getDeltaRot();
                  mModel->mNodeTransforms[mSelectedNode].mul( MatrixF( rot ) );
               }
               break;
            default:
               break;
            }

            // Notify the change in node transform
            const char* name = mModel->getShape()->getNodeName(mSelectedNode).c_str();
            const Point3F pos = mModel->mNodeTransforms[mSelectedNode].getPosition();
            AngAxisF aa(mModel->mNodeTransforms[mSelectedNode]);
            char buffer[256];
            dSprintf(buffer, sizeof(buffer), "%g %g %g %g %g %g %g",
               pos.x, pos.y, pos.z, aa.axis.x, aa.axis.y, aa.axis.z, aa.angle);

            Con::executef(this, "onEditNodeTransform", name, buffer, Con::getIntArg(mGizmoDragID));
         }
      }
   }
   else
   {
      switch ( mode )
      {
      case MoveMode:
         {
            VectorF offset(-delta.x, 0, delta.y );
            smCamMatrix.mulV( offset );
            mOrbitPos += offset * mMoveSpeed;
         }
         break;

      case RotateMode:
         mCameraRot.x += delta.y;
         mCameraRot.z += delta.x;
         break;

      default:
         break;
      }
   }
}

void GuiShapeEdPreview::on3DMouseWheelUp(const Gui3DMouseEvent& event)
{
   if ( mDisplayType == DisplayTypePerspective )
   {
      // Use shift and ctrl to increase speed
      F32 mod = ( event.modifier & SI_SHIFT ) ? ( ( event.modifier & SI_CTRL ) ? 4.0 : 1.0 ) : 0.25f;
      mOrbitDist -= mFabs(event.fval) * mZoomSpeed * mod;
   }
}

void GuiShapeEdPreview::on3DMouseWheelDown(const Gui3DMouseEvent& event)
{
   if ( mDisplayType == DisplayTypePerspective )
   {
      // Use shift and ctrl to increase speed
      F32 mod = ( event.modifier & SI_SHIFT ) ? ( ( event.modifier & SI_CTRL ) ? 4.0 : 1.0 ) : 0.25f;
      mOrbitDist += mFabs(event.fval) * mZoomSpeed * mod;
   }
}

//-----------------------------------------------------------------------------
// NODE PICKING
void GuiShapeEdPreview::updateProjectedNodePoints()
{
   if ( mModel )
   {
      // Project the 3D node position to get the 2D screen coordinates
      for ( S32 i = 0; i < mModel->mNodeTransforms.size(); i++)
         project( mModel->mNodeTransforms[i].getPosition(), &mProjectedNodes[i] );
   }
}

S32 GuiShapeEdPreview::collideNode(const Gui3DMouseEvent& event) const
{
   // Check if the given position is inside the screen rectangle of
   // any shape node
   S32 nodeIndex = -1;
   F32 minZ = 0;
   for ( S32 i = 0; i < mProjectedNodes.size(); i++)
   {
      const Point3F& pt = mProjectedNodes[i];
      if ( pt.z > 1.0f )
         continue;

      RectI rect( pt.x - sNodeRectSize/2, pt.y - sNodeRectSize/2, sNodeRectSize, sNodeRectSize );
      if ( rect.pointInRect( event.mousePoint ) )
      {
         if ( ( nodeIndex == -1 ) || ( pt.z < minZ ) )
         {
            nodeIndex = i;
            minZ = pt.z;
         }
      }
   }

   return nodeIndex;
}

//-----------------------------------------------------------------------------
// RENDERING
bool GuiShapeEdPreview::getCameraTransform(MatrixF* cameraMatrix)
{
   // Adjust the camera so that we are still facing the model
   if ( mDisplayType == DisplayTypePerspective )
   {
      Point3F vec;
      MatrixF xRot, zRot;
      xRot.set( EulerF( mCameraRot.x, 0.0f, 0.0f ));
      zRot.set( EulerF( 0.0f, 0.0f, mCameraRot.z ));

      cameraMatrix->mul( zRot, xRot );
      cameraMatrix->getColumn( 1, &vec );
      cameraMatrix->setColumn( 3, mOrbitPos - vec*mOrbitDist );
   }
   else
   {
      cameraMatrix->identity();
      if ( mModel )
      {
         Point3F camPos = mModel->getShape()->mBounds.getCenter();
         F32 offset = mModel->getShape()->mBounds.len();

         switch (mDisplayType)
         {
            case DisplayTypeTop:       camPos.z += offset;    break;
            case DisplayTypeBottom:    camPos.z -= offset;    break;
            case DisplayTypeFront:     camPos.y += offset;    break;
            case DisplayTypeBack:      camPos.y -= offset;    break;
            case DisplayTypeRight:     camPos.x += offset;    break;
            case DisplayTypeLeft:      camPos.x -= offset;    break;
            default:
               break;
         }

         cameraMatrix->setColumn( 3, camPos );
      }
   }

   return true;
}

void GuiShapeEdPreview::computeSceneBounds(Box3F& bounds)
{
   if ( mModel )
      mModel->computeBounds( mCurrentDL, bounds );

   if (bounds.getExtents().x < POINT_EPSILON || bounds.getExtents().y < POINT_EPSILON || bounds.getExtents().z < POINT_EPSILON)
   {
      bounds.set(Point3F::Zero);

      //We probably don't have any actual meshes in this model, so compute using the bones if we have them
      for (S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
      {
         Point3F nodePos = mModel->mNodeTransforms[i].getPosition();

         bounds.extend(nodePos);
      }
   }
}

void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)
{
   // Make sure current detail is valid
   if ( !mModel->getShape()->details.size() )
      return;

   if ( mModel->getCurrentDetail() >= mModel->getShape()->details.size() )
      setCurrentDetail( mModel->getShape()->details.size() - 1 );

   // Convert between FOV and distance so zoom is consistent between Perspective
   // and Orthographic views (conversion factor found by trial and error)
   const F32 fov2dist = 1.3f;
   if ( mDisplayType == DisplayTypePerspective )
      mOrthoFOV = mOrbitDist / fov2dist;
   else
      mOrbitDist = mOrthoFOV * fov2dist;

   // Use fixed distance in orthographic view (value found by trial + error)
   F32 dist = ( mDisplayType == DisplayTypePerspective ) ? mOrbitDist : 0.1f;

   // Select the appropriate detail level, and update the detail stats
   S32 currentDetail = mModel->getCurrentDetail();
   mModel->setDetailFromDistance( state, dist );   // need to call this to update smLastPixelSize
   if ( mFixedDetail )
      setCurrentDetail( currentDetail );

   if ( mModel->getCurrentDetail() < 0 )
      setCurrentDetail( 0 );

   currentDetail = mModel->getCurrentDetail();
   const TSShape::Detail& det = mModel->getShape()->details[ currentDetail ];

   mDetailPolys = det.polyCount;
   mDetailSize = det.size;
   mPixelSize = TSShapeInstance::smLastPixelSize;

   mNumMaterials = 0;
   mNumDrawCalls = 0;
   mNumBones = 0;
   mNumWeights = 0;

   if ( det.subShapeNum < 0 )
   {
      mNumMaterials = 1;
      mNumDrawCalls = 1;
   }
   else
   {
      Vector<U32> usedMaterials;

      S32 start = mModel->getShape()->subShapeFirstObject[det.subShapeNum];
      S32 end = start + mModel->getShape()->subShapeNumObjects[det.subShapeNum];

      for ( S32 iObj = start; iObj < end; iObj++ )
      {
         const TSShape::Object& obj = mModel->getShape()->objects[iObj];

         if ( obj.numMeshes <= currentDetail )
            continue;

         const TSMesh* mesh = mModel->getShape()->meshes[ obj.startMeshIndex + currentDetail ];
         if ( !mesh )
            continue;

         // Count the number of draw calls and materials
         mNumDrawCalls += mesh->mPrimitives.size();
         for ( S32 iPrim = 0; iPrim < mesh->mPrimitives.size(); iPrim++ )
            usedMaterials.push_back_unique( mesh->mPrimitives[iPrim].matIndex & TSDrawPrimitive::MaterialMask );

         // For skinned meshes, count the number of bones and weights
         if ( mesh->getMeshType() == TSMesh::SkinMeshType )
         {
            const TSSkinMesh* skin = dynamic_cast<const TSSkinMesh*>(mesh);
            mNumBones += skin->batchData.initialTransforms.size();
            mNumWeights += skin->weight.size();
         }
      }

      mNumMaterials = usedMaterials.size();
   }

   // Detect changes in detail level
   if ( mCurrentDL != currentDetail )
   {
      mCurrentDL = currentDetail;
      Con::executef( this, "onDetailChanged");
   }
}

void GuiShapeEdPreview::updateThreads(F32 delta)
{
   // Advance time on all threads
   for ( S32 i = 0; i < mThreads.size(); i++ )
   {
      Thread& thread = mThreads[i];
      if ( !thread.key || !thread.direction )
         continue;

      // Make sure thread priority matches sequence priority (which may have changed)
      mModel->setPriority( thread.key, mModel->getShape()->sequences[mModel->getSequence( thread.key )].priority );

      // Handle ping-pong
      if ( thread.pingpong && !mModel->isInTransition( thread.key ) )
      {
         // Determine next position, then adjust if needed
         F32 threadPos = mModel->getPos( thread.key );
         F32 nextPos = threadPos + ( mModel->getTimeScale( thread.key ) * delta / mModel->getDuration( thread.key ) );

         if ( nextPos < 0 )
         {
            // Reflect position and swap playback direction
            nextPos = -nextPos;
            mModel->setTimeScale( thread.key, -mModel->getTimeScale( thread.key ) );
            mModel->setPos( thread.key, nextPos );
         }
         else if ( nextPos > 1.0f )
         {
            // Reflect position and swap playback direction
            nextPos = 2.0f - nextPos;
            mModel->setTimeScale( thread.key, -mModel->getTimeScale( thread.key ) );
            mModel->setPos( thread.key, nextPos );
         }
         else
         {
            // Advance time normally
            mModel->advanceTime( delta, thread.key );
         }
      }
      else
      {
         // Advance time normally
         mModel->advanceTime( delta, thread.key );
      }

      // Invoke script callback if active thread position has changed
      if ( i == mActiveThread )
      {
         F32 threadPos = mModel->getPos( thread.key );
         bool inTransition = mModel->isInTransition( thread.key );
         onThreadPosChanged_callback( threadPos, inTransition );
      }
   }

   // Mark threads as dirty so they will be re-sorted, in case the user changed
   // sequence priority or blend flags
   mModel->setDirty( TSShapeInstance::ThreadDirty );

   // Advance time on all mounted shape threads
   for ( S32 i = 0; i < mMounts.size(); i++ )
   {
      MountedShape* mount = mMounts[i];
      if ( mount->mThread.key )
         mount->mShape->advanceTime( delta, mount->mThread.key );
   }
}

void GuiShapeEdPreview::renderWorld(const RectI &updateRect)
{
   if ( !mModel )
      return;

   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setFarDist( 100000.0f );
   GFX->setFrustum( mSaveFrustum );
   mSaveFrustum.setTransform( smCamMatrix );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();

   FogData savedFogData = gClientSceneGraph->getFogData();
   gClientSceneGraph->setFogData( FogData() );  // no fog in preview window

   if (Skylight::smSkylightProbe.isValid())
      PROBEMGR->submitProbe(Skylight::smSkylightProbe->getProbeInfo());
   SceneRenderState state
   (
      gClientSceneGraph,
      SPT_Diffuse,
      SceneCameraState( GFX->getViewport(), mSaveFrustum,
                        GFX->getWorldMatrix(), GFX->getProjectionMatrix() )
   );

   // Set up pass transforms
   RenderPassManager *renderPass = state.getRenderPass();
   renderPass->assignSharedXform( RenderPassManager::View, GFX->getWorldMatrix() );
   renderPass->assignSharedXform( RenderPassManager::Projection, GFX->getProjectionMatrix() );

   // Set up our TS render state here.
   TSRenderState rdata;
   rdata.setSceneState(&state);

   LIGHTMGR->unregisterAllLights();
   LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mFakeSun );

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( SphereF( Point3F::Zero, 1 ) );
   rdata.setLightQuery( &query );

   // Update projected node points (for mouse picking)
   updateProjectedNodePoints();

   // Determine time elapsed since last render (for animation playback)
   S32 time = Platform::getVirtualMilliseconds();
   S32 dt = time - mLastRenderTime;
   mLastRenderTime = time;

   if ( mModel )
   {
      updateDetailLevel( &state );

      // Render the grid
      renderGrid();

      // Animate the model
      updateThreads( (F32)dt / 1000.f );
      mModel->animate();

      // Render the shape
      GFX->setStateBlock( mDefaultGuiSB );

      if ( mRenderGhost )
         rdata.setFadeOverride( 0.5f );

      GFX->pushWorldMatrix();
      GFX->setWorldMatrix( MatrixF::Identity );

      mModel->render( rdata );

      // Render mounted objects
      if ( mRenderMounts )
      {
         for ( S32 i = 0; i < mMounts.size(); i++ )
         {
            MountedShape* mount = mMounts[i];

            GFX->pushWorldMatrix();

            if ( mount->mNode != -1 )
            {
               GFX->multWorld( mModel->mNodeTransforms[ mount->mNode ] );
               GFX->multWorld( mount->mTransform );
            }

            mount->mShape->animate();
            mount->mShape->render( rdata );

            GFX->popWorldMatrix();
         }
      }

      GFX->popWorldMatrix();

      renderPass->renderPass( &state );

      // @todo: Model and other elements (bounds, grid etc) use different
      // zBuffers, so at the moment, draw order determines what is on top

      // Render collision volumes
      renderCollisionMeshes();

      // Render the shape bounding box
      if ( mRenderBounds )
      {
         Point3F boxSize = mModel->getShape()->mBounds.maxExtents - mModel->getShape()->mBounds.minExtents;

         GFXStateBlockDesc desc;
         desc.fillMode = GFXFillWireframe;
         GFX->getDrawUtil()->drawCube( desc, boxSize, mModel->getShape()->center, ColorI::WHITE );
      }

      // Render the selected object bounding box
      if ( mRenderObjBox && ( mSelectedObject != -1 ) )
      {
         const TSShape::Object& obj = mModel->getShape()->objects[mSelectedObject];
         const TSMesh* mesh = ( mCurrentDL < obj.numMeshes ) ? mModel->getShape()->meshes[obj.startMeshIndex + mSelectedObjDetail] : NULL;
         if ( mesh )
         {
            GFX->pushWorldMatrix();
            if ( obj.nodeIndex != -1 )
               GFX->multWorld( mModel->mNodeTransforms[ obj.nodeIndex ] );

            const Box3F& bounds = mesh->getBounds();
            GFXStateBlockDesc desc;
            desc.fillMode = GFXFillWireframe;
            GFX->getDrawUtil()->drawCube( desc, bounds.getExtents(), bounds.getCenter(), ColorI::RED );

            GFX->popWorldMatrix();
         }
      }

      // Render the sun direction if currently editing it
      renderSunDirection();

      // render the nodes in the model
      renderNodes();

      // use the gizmo to render the camera axes
      if ( mRenderCameraAxes )
      {
         GizmoMode savedMode = mGizmoProfile->mode;
         mGizmoProfile->mode = MoveMode;

         Point3F pos;
         Point2I screenCenter( updateRect.point + updateRect.extent/2 );
         unproject( Point3F( screenCenter.x, screenCenter.y, 0.5 ), &pos );

         mGizmo->set( MatrixF::Identity, pos, Point3F::One);
         mGizmo->renderGizmo( smCamMatrix );

         mGizmoProfile->mode = savedMode;
      }
   }

   gClientSceneGraph->setFogData( savedFogData );         // restore fog setting
}

void GuiShapeEdPreview::renderGui(Point2I offset, const RectI& updateRect)
{
   // Render the 2D stuff here

   // Render the names of the hovered and selected nodes
   if ( mModel )
   {
      if ( mRenderNodes && mHoverNode != -1 )
         renderNodeName( mHoverNode, LinearColorF::WHITE );
      if ( mSelectedNode != -1 )
         renderNodeName( mSelectedNode, LinearColorF::WHITE );
   }
}

void GuiShapeEdPreview::renderGrid()
{
   if ( mRenderGridPlane )
   {
      // Use EditTSCtrl to render the grid in non-perspective views
      if ( mDisplayType != DisplayTypePerspective )
      {
         Parent::renderGrid();
         return;
      }

      // Round grid dimension up to a multiple of the minor ticks
      Point2I dim(mGridDimension.x + mGridPlaneMinorTicks, mGridDimension.y + mGridPlaneMinorTicks);
      dim /= ( mGridPlaneMinorTicks + 1 );
      dim *= ( mGridPlaneMinorTicks + 1 );

      Point2F minorStep( mGridPlaneSize, mGridPlaneSize );
      Point2F size( minorStep.x * dim.x, minorStep.y * dim.y );
      Point2F majorStep( minorStep * ( mGridPlaneMinorTicks + 1 ) );

      GFXStateBlockDesc desc;
      desc.setBlend( true );
      desc.setZReadWrite( true, false );

      GFX->getDrawUtil()->drawPlaneGrid( desc, Point3F::Zero, size, minorStep, mGridPlaneMinorTickColor );
      GFX->getDrawUtil()->drawPlaneGrid( desc, Point3F::Zero, size, majorStep, mGridPlaneColor );
   }
}

void GuiShapeEdPreview::renderSunDirection() const
{
   if ( mEditingSun )
   {
      // Render four arrows aiming in the direction of the sun's light
      ColorI color = LinearColorF( mFakeSun->getColor()).toColorI();
      F32 length = mModel->getShape()->mBounds.len() * 0.8f;

      // Get the sun's vectors
      Point3F fwd = mFakeSun->getTransform().getForwardVector();
      Point3F up = mFakeSun->getTransform().getUpVector() * length / 8;
      Point3F right = mFakeSun->getTransform().getRightVector() * length / 8;

      // Calculate the start and end points of the first arrow (bottom left)
      Point3F start = mModel->getShape()->center - fwd * length - up/2 - right/2;
      Point3F end = mModel->getShape()->center - fwd * length / 3 - up/2 - right/2;

      GFXStateBlockDesc desc;
      desc.setZReadWrite( true, true );

      GFXDrawUtil* drawUtil = GFX->getDrawUtil();

      drawUtil->drawArrow( desc, start, end, color );
      drawUtil->drawArrow( desc, start + up, end + up, color );
      drawUtil->drawArrow( desc, start + right, end + right, color );
      drawUtil->drawArrow( desc, start + up + right, end + up + right, color );
   }
}

void GuiShapeEdPreview::renderNodes() const
{
   if ( mRenderNodes )
   {
      // Render links between nodes
      GFXStateBlockDesc desc;
      desc.setZReadWrite( false, true );
      desc.setCullMode( GFXCullNone );
      GFX->setStateBlockByDesc( desc );

      PrimBuild::color( ColorI::WHITE );
      PrimBuild::begin( GFXLineList, mModel->getShape()->nodes.size() * 2 );
      for ( S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
      {
         const TSShape::Node& node = mModel->getShape()->nodes[i];
         if (node.parentIndex >= 0)
         {
            Point3F start(mModel->mNodeTransforms[i].getPosition());
            Point3F end(mModel->mNodeTransforms[node.parentIndex].getPosition());

            PrimBuild::vertex3f( start.x, start.y, start.z );
            PrimBuild::vertex3f( end.x, end.y, end.z );
         }
      }
      PrimBuild::end();

      // Render the node axes
      for ( S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
      {
         // Render the selected and hover nodes last (so they are on top)
         if ( ( i == mSelectedNode ) || ( i == mHoverNode ) )
            continue;   

         renderNodeAxes( i, LinearColorF::WHITE );
      }

      // Render the hovered node
      if ( mHoverNode != -1 )
         renderNodeAxes( mHoverNode, LinearColorF::GREEN );
   }

   // Render the selected node (even if mRenderNodes is false)
   if ( mSelectedNode != -1 )
   {
      renderNodeAxes( mSelectedNode, LinearColorF::GREEN );

      const MatrixF& nodeMat = mModel->mNodeTransforms[mSelectedNode];
      mGizmo->set( nodeMat, nodeMat.getPosition(), Point3F::One);
      mGizmo->renderGizmo( smCamMatrix );
   }
}

void GuiShapeEdPreview::renderNodeAxes(S32 index, const LinearColorF& nodeColor) const
{
   if(mModel->mNodeTransforms.size() <= index || index < 0)
      return;
   const Point3F xAxis( 1.0f,  0.15f, 0.15f );
   const Point3F yAxis( 0.15f, 1.0f,  0.15f );
   const Point3F zAxis( 0.15f, 0.15f, 1.0f  );

   GFXStateBlockDesc desc;
   desc.setZReadWrite( false, true );
   desc.setCullMode( GFXCullNone );

   // Render nodes the same size regardless of zoom
   F32 scale = mOrbitDist / 60;

   GFX->pushWorldMatrix();
   GFX->multWorld( mModel->mNodeTransforms[index] );
   const ColorI color = LinearColorF(nodeColor).toColorI();
   GFX->getDrawUtil()->drawCube( desc, xAxis * scale, Point3F::Zero, color );
   GFX->getDrawUtil()->drawCube( desc, yAxis * scale, Point3F::Zero, color );
   GFX->getDrawUtil()->drawCube( desc, zAxis * scale, Point3F::Zero, color );

   GFX->popWorldMatrix();
}

void GuiShapeEdPreview::renderNodeName(S32 index, const LinearColorF& textColor) const
{
   if(index < 0 || index >= mModel->getShape()->nodes.size() || index >= mProjectedNodes.size())
      return;
   const TSShape::Node& node = mModel->getShape()->nodes[index];
   const String& nodeName = mModel->getShape()->getName( node.nameIndex );

   Point2I pos( mProjectedNodes[index].x, mProjectedNodes[index].y + sNodeRectSize + 6 );

   GFX->getDrawUtil()->setBitmapModulation( LinearColorF(textColor).toColorI());
   GFX->getDrawUtil()->drawText( mProfile->mFont, pos, nodeName.c_str() );
}

void GuiShapeEdPreview::renderCollisionMeshes() const
{
   if ( mRenderColMeshes )
   {
      ConcretePolyList polylist;
      polylist.setTransform( &MatrixF::Identity, Point3F::One );
      for ( S32 iDet = 0; iDet < mModel->getShape()->details.size(); iDet++ )
      {
         const TSShape::Detail& det = mModel->getShape()->details[iDet];
         const String& detName = mModel->getShape()->getName( det.nameIndex );

         // Ignore non-collision details
         if ( detName.startsWith( "Collision-" ) )
            mModel->buildPolyList( &polylist, iDet );
      }

      polylist.render();
   }
}

//-----------------------------------------------------------------------------
// Console methods (GuiShapeEdPreview)
//-----------------------------------------------------------------------------

DefineEngineMethod( GuiShapeEdPreview, setOrbitPos, void, ( Point3F pos ),,
   "Set the camera orbit position\n\n"
   "@param pos Position in the form \"x y z\"\n" )
{
   object->setOrbitPos( pos );
}

DefineEngineMethod( GuiShapeEdPreview, setModel, bool, ( const char* shapePath ),,
   "Sets the model to be displayed in this control\n\n"
   "@param shapeName Name of the model to display.\n"
   "@return True if the model was loaded successfully, false otherwise.\n" )
{
   return object->setObjectModel( shapePath );
}

DefineEngineMethod(GuiShapeEdPreview, setShapeAsset, bool, (const char* shapeAsset), ,
   "Sets the model to be displayed in this control\n\n"
   "@param shapeName Name of the model to display.\n"
   "@return True if the model was loaded successfully, false otherwise.\n")
{
   return object->setObjectShapeAsset(shapeAsset);
}

DefineEngineMethod( GuiShapeEdPreview, fitToShape, void, (),,
   "Adjust the camera position and zoom to fit the shape within the view.\n\n" )
{
   object->fitToShape();
}

DefineEngineMethod( GuiShapeEdPreview, refreshShape, void, (),,
   "Refresh the shape (used when the shape meshes or nodes have been added or removed)\n\n" )
{
   object->refreshShape();
}

DefineEngineMethod( GuiShapeEdPreview, updateNodeTransforms, void, (),,
   "Refresh the shape node transforms (used when a node transform has been modified externally)\n\n" )
{
   object->updateNodeTransforms();
}

DefineEngineMethod( GuiShapeEdPreview, computeShapeBounds, Box3F, (),,
   "Compute the bounding box of the shape using the current detail and node transforms\n\n"
   "@return the bounding box \"min.x min.y min.z max.x max.y max.z\"" )
{
   Box3F bounds;
   object->computeSceneBounds(bounds);
   return bounds;
}

DefineEngineMethod( GuiShapeEdPreview, getMeshHidden, bool, ( const char* name ),,
   "Return whether the named object is currently hidden\n\n" )
{
   return object->getMeshHidden( name );
}

DefineEngineMethod( GuiShapeEdPreview, setMeshHidden, void, ( const char* name, bool hidden ),,
   "Show or hide the named object in the shape\n\n" )
{
   object->setMeshHidden( name, hidden );
}

DefineEngineMethod( GuiShapeEdPreview, setAllMeshesHidden, void, ( bool hidden ),,
   "Show or hide all objects in the shape\n\n" )
{
   object->setAllMeshesHidden( hidden );
}

DefineEngineMethod( GuiShapeEdPreview, exportToCollada, void, ( const char* path ),,
   "Export the current shape and all mounted objects to COLLADA (.dae).\n"
   "Note that animation is not exported, and all geometry is combined into a "
   "single mesh.\n\n"
   "@param path Destination filename\n" )
{
   object->exportToCollada( path );
}

//-----------------------------------------------------------------------------
// THREADS
DefineEngineMethod( GuiShapeEdPreview, addThread, void, (),,
   "Add a new thread (initially without any sequence set)\n\n" )
{
   object->addThread();
}

DefineEngineMethod( GuiShapeEdPreview, removeThread, void, ( S32 slot ),,
   "Removes the specifed thread\n\n"
   "@param slot index of the thread to remove\n" )
{
   object->removeThread( slot );
}

DefineEngineMethod( GuiShapeEdPreview, getThreadCount, S32, (),,
   "Get the number of threads\n\n"
   "@return the number of threads\n" )
{
   return object->getThreadCount();
}

DefineEngineMethod( GuiShapeEdPreview, setTimeScale, void, ( F32 scale ),,
   "Set the time scale of all threads\n\n"
   "@param scale new time scale value\n" )
{
   object->setTimeScale( scale );
}

DefineEngineMethod( GuiShapeEdPreview, setThreadSequence, void, ( const char* name, F32 duration, F32 pos, bool play ), ( 0, 0, false ),
   "Sets the sequence to play for the active thread.\n\n"
   "@param name name of the sequence to play\n"
   "@param duration transition duration (0 for no transition)\n"
   "@param pos position in the new sequence to transition to\n"
   "@param play if true, the new sequence will play during the transition\n" )
{
   object->setActiveThreadSequence( name, duration, pos, play );
}

DefineEngineMethod( GuiShapeEdPreview, getThreadSequence, const char*, (),,
   "Get the name of the sequence assigned to the active thread" )
{
   return object->getThreadSequence();
}

DefineEngineMethod( GuiShapeEdPreview, refreshThreadSequences, void, (),,
   "Refreshes thread sequences (in case of removed/renamed sequences" )
{
   object->refreshThreadSequences();
}

//-----------------------------------------------------------------------------
// Mounting
DefineEngineMethod( GuiShapeEdPreview, mountShape, bool, ( const char* shapeAssetId, const char* nodeName, const char* type, S32 slot ),,
   "Mount a shape onto the main shape at the specified node\n\n"
   "@param shapeAssetId AssetId of the shape to mount\n"
   "@param nodeName name of the node on the main shape to mount to\n"
   "@param type type of mounting to use (Object, Image or Wheel)\n"
   "@param slot mount slot\n" )
{
   return object->mountShape(shapeAssetId, nodeName, type, slot );
}

DefineEngineMethod( GuiShapeEdPreview, setMountNode, void, ( S32 slot, const char* nodeName ),,
   "Set the node a shape is mounted to.\n\n"
   "@param slot mounted shape slot\n"
   "@param nodename name of the node to mount to\n" )
{
   object->setMountNode( slot, nodeName );
}

DefineEngineMethod( GuiShapeEdPreview, getMountThreadSequence, const char*, ( S32 slot ),,
   "Get the name of the sequence playing on this mounted shape\n"
   "@param slot mounted shape slot\n"
   "@return name of the sequence (if any)\n" )
{
   return object->getMountThreadSequence( slot );
}

DefineEngineMethod( GuiShapeEdPreview, setMountThreadSequence, void, ( S32 slot, const char* name ),,
   "Set the sequence to play for the shape mounted in the specified slot\n"
   "@param slot mounted shape slot\n"
   "@param name name of the sequence to play\n" )
{
   object->setMountThreadSequence( slot, name );
}

DefineEngineMethod( GuiShapeEdPreview, getMountThreadPos, F32, ( S32 slot ),,
   "Get the playback position of the sequence playing on this mounted shape\n"
   "@param slot mounted shape slot\n"
   "@return playback position of the sequence (0-1)\n" )
{
   return object->getMountThreadPos( slot );
}

DefineEngineMethod( GuiShapeEdPreview, setMountThreadPos, void, ( S32 slot, F32 pos ),,
   "Set the sequence position of the shape mounted in the specified slot\n"
   "@param slot mounted shape slot\n"
   "@param pos sequence position (0-1)\n" )
{
   object->setMountThreadPos( slot, pos );
}

DefineEngineMethod( GuiShapeEdPreview, getMountThreadDir, F32, ( S32 slot ),,
   "Get the playback direction of the sequence playing on this mounted shape\n"
   "@param slot mounted shape slot\n"
   "@return direction of the sequence (-1=reverse, 0=paused, 1=forward)\n" )
{
   return object->getMountThreadDir( slot );
}

DefineEngineMethod( GuiShapeEdPreview, setMountThreadDir, void, ( S32 slot, F32 dir ),,
   "Set the playback direction of the shape mounted in the specified slot\n"
   "@param slot mounted shape slot\n"
   "@param dir playback direction (-1=backwards, 0=paused, 1=forwards)\n" )
{
   object->setMountThreadDir( slot, dir );
}

DefineEngineMethod( GuiShapeEdPreview, unmountShape, void, ( S32 slot ),,
   "Unmount the shape in the specified slot\n"
   "@param slot mounted shape slot\n" )
{
   return object->unmountShape( slot );
}

DefineEngineMethod( GuiShapeEdPreview, unmountAll, void, (),,
   "Unmount all shapes\n" )
{
   return object->unmountAll();
}
